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Wall-Peering Is Legitimate while Wall-Glitching Is Not
Wall-peering: This is a more controversial realm of supposed video game hacking because some more advance playing techniques actually call for peering around a wall. You reduce visibility and vulnerability while getting a line-of-sight to the enemy without becoming an easy target. Games actually include buttons to lean left or right, so it is hard to call this hacking. Using a wall for cover is an advanced maneuver, especially in urban warfare, and it requires moderate skill to attain. Peering around a wall from a prone or crouched position can be a good tactical strategy to get line-of-sight while maintaining cover. In PC gaming these keystroke maneuvers often mean the difference between intermediate and expert players. Combine this with map knowledge, team tactics and weapons exploits and you've got yourself an expert gaming clan.
What Is Wall-Glitching? (a.k.a Map-Glitching, or Glitching)
However, what wall-hacking is, also called "map-glitching," and sometimes called wall-glitching-- is positioning yourself behind or through a wall, triggering a map or wall glitch that will expose a hole in the map or wall. It is more correctly called an exploit than a hack, since it takes advantage of bugs in game, not modifying the game to create an a advantage. That actually makes it a lot harder to bust people doing it, since PunkBuster and other anti-cheat sotware can't look for extra software.
Cheaters look for a “glitch” in the wall, usually a hole in the texture-mesh of the map, that gives one a look through a wall without being seen from the other side, thus making one neigh-invulnerable to attack. People will cry “map-glitching,” “wall-glitching,” or just plain “glitching.” and players can be caught doing this in spectator mode by diligent admins. This cheat depends on the breaks in code or texturing, literally the wrinkles in the fabric of the map, to look-through: fascinating from a video-game programming perspective, but an annoying source of video game hacks. Player coded maps, especially in early releases, tend to have more glitches and exploits. A map with less testing will obviously have more holes.
Note: the author learned about this while playing many hours of Ghost Recon, COD and Halo with expert players from around the world.